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Old 30 December 2020, 14:56   #61
Biscuit
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Looks great. Thanks for all the work, looking forward to it.
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Old 06 January 2021, 15:42   #62
Old_Bob
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Hey, dudes.

I've uploaded the latest test version to The Zone. Give it a whirl and see what you all think. All the animation frames for the beer drinking bobs are now in and you will be also now be killed if an empty beer glass falls off the end of the bar.

All the data is now ProPack compressed and is unpacked at the beginning of each round. Hopefully this won't introduce any weirdness on 040 and 060??

If you end up getting stuck on a round, you can simply skip to the next one using the second fire button. This works fine in WinUAE, but for some reason won't for me here on my A600 with a Megadrive pad plugged in. Your mileage may vary, I guess.

Please let me know how you get along with it.

B
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Old 06 January 2021, 15:50   #63
Bren McGuire
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Wow this is great!
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Old 06 January 2021, 16:18   #64
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Old 06 January 2021, 17:49   #65
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That's looking amazingly good. Cleanest Tapper graphics I've ever seen.
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Old 06 January 2021, 17:58   #66
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Old 07 January 2021, 00:54   #67
Toni Galvez
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Quote:
Originally Posted by Old_Bob View Post
Hey, dudes.

I've uploaded the latest test version to The Zone. Give it a whirl and see what you all think. All the animation frames for the beer drinking bobs are now in and you will be also now be killed if an empty beer glass falls off the end of the bar.

All the data is now ProPack compressed and is unpacked at the beginning of each round. Hopefully this won't introduce any weirdness on 040 and 060??

If you end up getting stuck on a round, you can simply skip to the next one using the second fire button. This works fine in WinUAE, but for some reason won't for me here on my A600 with a Megadrive pad plugged in. Your mileage may vary, I guess.

Please let me know how you get along with it.

B
Very nice work, hopefully, we can have both SFX+music in-game. Can I suggest my friend DJ-Metune for the music? he is really great translating music from the arcade. He did an amazing job with the music for Rygar on Amiga.
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Old 07 January 2021, 01:17   #68
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I tried the game on my A1200/030 and the game runs perfect.
This looks better than the arcade version from what I remember.
The game play is great. Fantastic job!! This seams to be one of the better
arcade ports to the Amiga ever!!
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Old 12 January 2021, 03:57   #69
TjLaZer
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Tried the latest version and all the customers are not showing up. Only the bar tender. Older versions use to work great. A500 with KS 1.3, 512k chip and 512k fast. Works fine on A3000 and A1200.

Does it now need 1MB Chip RAM?
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Old 12 January 2021, 14:35   #70
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Quote:
Originally Posted by TjLaZer View Post
Does it now need 1MB Chip RAM?
It always has, see the first post...
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Old 12 January 2021, 14:36   #71
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Tested on Amiga 600 (kick3.1.4 - 2megachip - 4 mega fastram)
boot from gotek set as df1:
KTRL CD32 + controller

It works perfectly.

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Last edited by skyzoo73; 12 January 2021 at 14:42.
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Old 12 January 2021, 14:40   #72
Old_Bob
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Quote:
Originally Posted by TjLaZer View Post
Does it now need 1MB Chip RAM?
Yes, it does.

Quote:
Originally Posted by DamienD View Post
It always has, see the first post...
I should clear this up. The previous test versions could get away with 512kb and the game, in its current state, could possibly still run in 512kb. Although there would only be around 20 or 30kb left for everything else that's still to be added. Most of which is sound effects and music, which will be in present the next test version. (coming soon... ) Now that the memory map has been finalized, 1mb is now necessary. Also, any Fast RAM you may have is not utilised in any way by the game.

B

Last edited by Old_Bob; 12 January 2021 at 14:52.
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Old 12 January 2021, 18:45   #73
TjLaZer
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Quote:
Originally Posted by DamienD View Post
It always has, see the first post...

Actually no, the previous versions didn’t they ran fine on my OCS 512K chip/512k fast. It now needs 1MB Chip.
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Old 12 January 2021, 19:34   #74
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..

Last edited by EAUniW; 12 January 2023 at 15:35.
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Old 12 January 2021, 19:35   #75
skyzoo73
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Tested on Amiga 500 (kick 1.3) + 512k expansion

Boot from df0: with gotek

The game seems to work,
but has a bug,
no customers are visible. The mugs of beer instead.


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ID:	70323
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Old 12 January 2021, 19:37   #76
DamienD
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Quote:
Originally Posted by TjLaZer View Post
Actually no, the previous versions didn’t they ran fine on my OCS 512K chip/512k fast. It now needs 1MB Chip.
Well maybe so... but Old_Bob's original post on the "10 March 2020, 22:46" has always specified "1mb Chip RAM is all that's required".
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Old 12 January 2021, 19:37   #77
DamienD
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Quote:
Originally Posted by skyzoo73 View Post
Tested on Amiga 500 (kick 1.3) + 512k expansion

Boot from df0: with gotek

The game seems to work,
but has a bug,
no customers are visible. The mugs of beer instead.


Attachment 70322 Attachment 70323
You need to use 1MB Chip RAM, otherwise this occurs.
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Old 12 January 2021, 22:08   #78
skyzoo73
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Quote:
Originally Posted by damiend View Post
you need to use 1mb chip ram, otherwise this occurs.

ok.
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Old 12 January 2021, 22:40   #79
TjLaZer
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I just have to add this port is amazing! Played it all night last night. Keep up the good work!
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Old 21 January 2021, 02:18   #80
Old_Bob
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A new ADF is on The zone, dudes.

You ears should notice a difference with this one...

Background music for each of the rounds and most of the sound effects are now in the game, with another couple still to be added. It works well on my A600 here, hopefully it'll still work for all the rest of you.

Give it a spin and see what you all think.

B
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